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mirror of https://github.com/xiaopeng12138/MaiDXR.git synced 2024-12-18 20:05:52 +01:00
MaiDXR/Assets/Oculus/VR/Scripts/OVROverlayMeshGenerator.cs
2022-08-20 21:35:57 +02:00

444 lines
13 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// When attached to a GameObject with an OVROverlay component, OVROverlayMeshGenerator will use a mesh renderer
/// to preview the appearance of the OVROverlay as it would appear as a TimeWarp overlay on a headset.
/// </summary>
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
[ExecuteInEditMode]
public class OVROverlayMeshGenerator : MonoBehaviour {
private Mesh _Mesh;
private List<Vector3> _Verts = new List<Vector3>();
private List<Vector2> _UV = new List<Vector2>();
private List<int> _Tris = new List<int>();
private OVROverlay _Overlay;
private MeshFilter _MeshFilter;
private MeshCollider _MeshCollider;
private MeshRenderer _MeshRenderer;
private Transform _CameraRoot;
private Transform _Transform;
private OVROverlay.OverlayShape _LastShape;
private Vector3 _LastPosition;
private Quaternion _LastRotation;
private Vector3 _LastScale;
private Rect _LastDestRectLeft;
private Rect _LastDestRectRight;
private Rect _LastSrcRectLeft;
private Texture _LastTexture;
private bool _Awake = false;
protected void Awake()
{
_MeshFilter = GetComponent<MeshFilter>();
_MeshCollider = GetComponent<MeshCollider>();
_MeshRenderer = GetComponent<MeshRenderer>();
_Transform = transform;
if (Camera.main && Camera.main.transform.parent)
{
_CameraRoot = Camera.main.transform.parent;
}
_Awake = true;
}
public void SetOverlay(OVROverlay overlay) {
_Overlay = overlay;
}
private Rect GetBoundingRect(Rect a, Rect b)
{
float xMin = Mathf.Min(a.x, b.x);
float xMax = Mathf.Max(a.x + a.width, b.x + b.width);
float yMin = Mathf.Min(a.y, b.y);
float yMax = Mathf.Max(a.y + a.height, b.y + b.height);
return new Rect(xMin, yMin, xMax - xMin, yMax - yMin);
}
protected void OnEnable() {
#if UNITY_EDITOR
UnityEditor.EditorApplication.update += Update;
#endif
}
protected void OnDisable() {
#if UNITY_EDITOR
UnityEditor.EditorApplication.update -= Update;
#endif
}
private void Update()
{
if (!Application.isEditor)
{
return;
}
if (!_Awake)
{
Awake();
}
if (_Overlay)
{
OVROverlay.OverlayShape shape = _Overlay.currentOverlayShape;
Vector3 position = _CameraRoot ? (_Transform.position - _CameraRoot.position) : _Transform.position;
Quaternion rotation = _Transform.rotation;
Vector3 scale = _Transform.lossyScale;
Rect destRectLeft = _Overlay.overrideTextureRectMatrix ? _Overlay.destRectLeft : new Rect(0, 0, 1, 1);
Rect destRectRight = _Overlay.overrideTextureRectMatrix ? _Overlay.destRectRight : new Rect(0, 0, 1, 1);
Rect srcRectLeft = _Overlay.overrideTextureRectMatrix ? _Overlay.srcRectLeft : new Rect(0, 0, 1, 1);
Texture texture = _Overlay.textures[0];
// Re-generate the mesh if necessary
if (_Mesh == null ||
_LastShape != shape ||
_LastPosition != position ||
_LastRotation != rotation ||
_LastScale != scale ||
_LastDestRectLeft != destRectLeft ||
_LastDestRectRight != destRectRight)
{
UpdateMesh(shape, position, rotation, scale, GetBoundingRect(destRectLeft, destRectRight));
_LastShape = shape;
_LastPosition = position;
_LastRotation = rotation;
_LastScale = scale;
_LastDestRectLeft = destRectLeft;
_LastDestRectRight = destRectRight;
}
// Generate the material and update textures if necessary
if (_MeshRenderer.sharedMaterial == null)
{
Material previewMat = new Material(Shader.Find("Unlit/Transparent"));
_MeshRenderer.sharedMaterial = previewMat;
}
if (_MeshRenderer.sharedMaterial.mainTexture != texture && !_Overlay.isExternalSurface)
{
_MeshRenderer.sharedMaterial.mainTexture = texture;
}
if (_LastSrcRectLeft != srcRectLeft)
{
_MeshRenderer.sharedMaterial.mainTextureOffset = srcRectLeft.position;
_MeshRenderer.sharedMaterial.mainTextureScale = srcRectLeft.size;
_LastSrcRectLeft = srcRectLeft;
}
}
}
private void UpdateMesh(OVROverlay.OverlayShape shape, Vector3 position, Quaternion rotation, Vector3 scale, Rect rect)
{
if (_MeshFilter)
{
if (_Mesh == null)
{
_Mesh = new Mesh() { name = "Overlay" };
_Mesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
}
_Mesh.Clear();
_Verts.Clear();
_UV.Clear();
_Tris.Clear();
GenerateMesh(_Verts, _UV, _Tris, shape, position, rotation, scale, rect);
_Mesh.SetVertices(_Verts);
_Mesh.SetUVs(0, _UV);
_Mesh.SetTriangles(_Tris, 0);
_Mesh.UploadMeshData(false);
_MeshFilter.sharedMesh = _Mesh;
if (_MeshCollider)
{
_MeshCollider.sharedMesh = _Mesh;
}
}
}
public static void GenerateMesh(List<Vector3> verts, List<Vector2> uvs, List<int> tris, OVROverlay.OverlayShape shape, Vector3 position, Quaternion rotation, Vector3 scale, Rect rect)
{
switch (shape)
{
case OVROverlay.OverlayShape.Equirect:
BuildSphere(verts, uvs, tris, position, rotation, scale, rect);
break;
case OVROverlay.OverlayShape.Cubemap:
case OVROverlay.OverlayShape.OffcenterCubemap:
BuildCube(verts, uvs, tris, position, rotation, scale);
break;
case OVROverlay.OverlayShape.Quad:
BuildQuad(verts, uvs, tris, rect);
break;
case OVROverlay.OverlayShape.Cylinder:
BuildHemicylinder(verts, uvs, tris, scale, rect);
break;
}
}
private static Vector2 GetSphereUV(float theta, float phi, float expand_coef)
{
float thetaU = ((theta / (2 * Mathf.PI) - 0.5f) / expand_coef) + 0.5f;
float phiV = ((phi / Mathf.PI) / expand_coef) + 0.5f;
return new Vector2(thetaU, phiV);
}
private static Vector3 GetSphereVert(float theta, float phi)
{
return new Vector3(-Mathf.Sin(theta) * Mathf.Cos(phi), Mathf.Sin(phi), -Mathf.Cos(theta) * Mathf.Cos(phi));
}
public static void BuildSphere(List<Vector3> verts, List<Vector2> uv, List<int> triangles, Vector3 position, Quaternion rotation, Vector3 scale, Rect rect, float worldScale = 800, int latitudes = 128, int longitudes = 128, float expand_coef = 1.0f)
{
position = Quaternion.Inverse(rotation) * position;
latitudes = Mathf.CeilToInt(latitudes * rect.height);
longitudes = Mathf.CeilToInt(longitudes * rect.width);
float minTheta = Mathf.PI * 2 * ( rect.x);
float minPhi = Mathf.PI * (0.5f - rect.y - rect.height);
float thetaScale = Mathf.PI * 2 * rect.width / longitudes;
float phiScale = Mathf.PI * rect.height / latitudes;
for (int j = 0; j < latitudes + 1; j += 1)
{
for (int k = 0; k < longitudes + 1; k++)
{
float theta = minTheta + k * thetaScale;
float phi = minPhi + j * phiScale;
Vector2 suv = GetSphereUV(theta, phi, expand_coef);
uv.Add(new Vector2((suv.x - rect.x) / rect.width, (suv.y - rect.y) / rect.height));
Vector3 vert = GetSphereVert(theta, phi);
vert.x = (worldScale * vert.x - position.x) / scale.x;
vert.y = (worldScale * vert.y - position.y) / scale.y;
vert.z = (worldScale * vert.z - position.z) / scale.z;
verts.Add(vert);
}
}
for (int j = 0; j < latitudes; j++)
{
for (int k = 0; k < longitudes; k++)
{
triangles.Add((j * (longitudes + 1)) + k);
triangles.Add(((j + 1) * (longitudes + 1)) + k);
triangles.Add(((j + 1) * (longitudes + 1)) + k + 1);
triangles.Add(((j + 1) * (longitudes + 1)) + k + 1);
triangles.Add((j * (longitudes + 1)) + k + 1);
triangles.Add((j * (longitudes + 1)) + k);
}
}
}
private enum CubeFace
{
Right,
Left,
Top,
Bottom,
Front,
Back,
COUNT
}
private static readonly Vector3[] BottomLeft = new Vector3[]
{
new Vector3(-0.5f, -0.5f, -0.5f),
new Vector3(0.5f, -0.5f, 0.5f),
new Vector3(0.5f, 0.5f, -0.5f),
new Vector3(0.5f, -0.5f, 0.5f),
new Vector3(0.5f, -0.5f, -0.5f),
new Vector3(-0.5f, -0.5f, 0.5f)
};
private static readonly Vector3[] RightVector = new Vector3[]
{
Vector3.forward,
Vector3.back,
Vector3.left,
Vector3.left,
Vector3.left,
Vector3.right
};
private static readonly Vector3[] UpVector = new Vector3[]
{
Vector3.up,
Vector3.up,
Vector3.forward,
Vector3.back,
Vector3.up,
Vector3.up
};
private static Vector2 GetCubeUV(CubeFace face, Vector2 sideUV, float expand_coef)
{
sideUV = (sideUV - 0.5f * Vector2.one) / expand_coef + 0.5f * Vector2.one;
switch (face)
{
case CubeFace.Bottom:
return new Vector2(sideUV.x / 3, sideUV.y / 2);
case CubeFace.Front:
return new Vector2((1 + sideUV.x) / 3, sideUV.y / 2);
case CubeFace.Back:
return new Vector2((2 + sideUV.x) / 3, sideUV.y / 2);
case CubeFace.Right:
return new Vector2(sideUV.x / 3, (1 + sideUV.y) / 2);
case CubeFace.Left:
return new Vector2((1 + sideUV.x) / 3, (1 + sideUV.y) / 2);
case CubeFace.Top:
return new Vector2((2 + sideUV.x) / 3, (1 + sideUV.y) / 2);
default:
return Vector2.zero;
}
}
private static Vector3 GetCubeVert(CubeFace face, Vector2 sideUV, float expand_coef)
{
return BottomLeft[(int)face] + sideUV.x * RightVector[(int)face] + sideUV.y * UpVector[(int)face];
}
public static void BuildCube(List<Vector3> verts, List<Vector2> uv, List<int> triangles, Vector3 position, Quaternion rotation, Vector3 scale, float worldScale = 800, int subQuads = 1, float expand_coef = 1.01f)
{
position = Quaternion.Inverse(rotation) * position;
int vertsPerSide = (subQuads + 1) * (subQuads + 1);
for (int i = 0; i < (int)CubeFace.COUNT; i++)
{
for(int j = 0; j < subQuads + 1; j++)
{
for(int k = 0; k < subQuads + 1; k++)
{
float u = j / (float)subQuads;
float v = k / (float)subQuads;
uv.Add(GetCubeUV((CubeFace)i, new Vector2(u, v), expand_coef));
Vector3 vert = GetCubeVert((CubeFace)i, new Vector2(u, v), expand_coef);
vert.x = (worldScale * vert.x - position.x) / scale.x;
vert.y = (worldScale * vert.y - position.y) / scale.y;
vert.z = (worldScale * vert.z - position.z) / scale.z;
verts.Add(vert);
}
}
for(int j = 0; j < subQuads; j++)
{
for(int k = 0; k < subQuads; k++)
{
triangles.Add(vertsPerSide * i + ((j + 1) * (subQuads + 1)) + k);
triangles.Add(vertsPerSide * i + (j * (subQuads + 1)) + k);
triangles.Add(vertsPerSide * i + ((j + 1) * (subQuads + 1)) + k + 1);
triangles.Add(vertsPerSide * i + ((j + 1) * (subQuads + 1)) + k + 1);
triangles.Add(vertsPerSide * i + (j * (subQuads + 1)) + k);
triangles.Add(vertsPerSide * i + (j * (subQuads + 1)) + k + 1);
}
}
}
}
public static void BuildQuad(List<Vector3> verts, List<Vector2> uv, List<int> triangles, Rect rect)
{
verts.Add(new Vector3(rect.x - 0.5f, (1 - rect.y - rect.height) - 0.5f, 0));
verts.Add(new Vector3(rect.x - 0.5f, (1 - rect.y) - 0.5f, 0));
verts.Add(new Vector3(rect.x + rect.width - 0.5f, (1 - rect.y) - 0.5f, 0));
verts.Add(new Vector3(rect.x + rect.width - 0.5f, (1 - rect.y - rect.height) - 0.5f, 0));
uv.Add(new Vector2(0, 0));
uv.Add(new Vector2(0, 1));
uv.Add(new Vector2(1, 1));
uv.Add(new Vector2(1, 0));
triangles.Add(0);
triangles.Add(1);
triangles.Add(2);
triangles.Add(2);
triangles.Add(3);
triangles.Add(0);
}
public static void BuildHemicylinder(List<Vector3> verts, List<Vector2> uv, List<int> triangles, Vector3 scale, Rect rect, int longitudes = 128)
{
float height = Mathf.Abs(scale.y) * rect.height;
float radius = scale.z;
float arcLength = scale.x * rect.width;
float arcAngle = arcLength / radius;
float minAngle = scale.x * (-0.5f + rect.x) / radius;
int columns = Mathf.CeilToInt(longitudes * arcAngle / (2 * Mathf.PI));
// we don't want super tall skinny triangles because that can lead to artifacting.
// make triangles no more than 2x taller than wide
float triangleWidth = arcLength / columns;
float ratio = height / triangleWidth;
int rows = Mathf.CeilToInt(ratio / 2);
for (int j = 0; j < rows + 1; j += 1)
{
for (int k = 0; k < columns + 1; k++)
{
uv.Add(new Vector2((k / (float)columns), 1 - (j / (float)rows)));
Vector3 vert = Vector3.zero;
// because the scale is used to control the parameters, we need
// to reverse multiply by scale to appear correctly
vert.x = (Mathf.Sin(minAngle + (k * arcAngle / columns)) * radius) / scale.x;
vert.y = (0.5f - rect.y - rect.height + rect.height * (1 - j / (float)rows));
vert.z = (Mathf.Cos(minAngle + (k * arcAngle / columns)) * radius) / scale.z;
verts.Add(vert);
}
}
for (int j = 0; j < rows; j++)
{
for (int k = 0; k < columns; k++)
{
triangles.Add((j * (columns + 1)) + k);
triangles.Add(((j + 1) * (columns + 1)) + k + 1);
triangles.Add(((j + 1) * (columns + 1)) + k);
triangles.Add(((j + 1) * (columns + 1)) + k + 1);
triangles.Add((j * (columns + 1)) + k);
triangles.Add((j * (columns + 1)) + k + 1);
}
}
}
}